Total War: WARHAMMER II

Total War: WARHAMMER II

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New World Diplomacy Overhaul
   
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Tags: mod, Campaign
File Size
Posted
Updated
2.802 MB
7 Oct, 2017 @ 5:19pm
4 Nov, 2017 @ 6:54am
3 Change Notes ( view )

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New World Diplomacy Overhaul

Description
MORTAL EMPIRE UPDATE RELEASED!!!
Major factions from the Old World now have more aggressive personalities. It means that Old World major factions will conquer and show more dominance, similar to their New World counterparts.

Races that still in need of faction trait names and description:Kislev, Southern Realm, Beastmen. It would help me a lot if you guys can suggest the trait name and description for them.
I will share example on the mod description.

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New World Diplomacy Overhaul is an overhaul mod that focuses on the diplomacy aspect of the game.
Inconsistency such as Dark Elves don't have aversion toward Skaven, and Lizardmen neutral towards other races are adjusted to reflect the lore.

As I need time to analyze what changes on TWW2, I will need to readjust my changes from the old mod.
Please be patient, as I will port features from the old mod along the way.

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MOD OVERVIEW:
  • More dominant Old World major factions
    Major factions from the Old World will now conquer and expand their territory more agressively similar to their New World counterparts. All playable factions from TWW + Kislev + Tilea use this personality now.
  • Standardized faction traits
    On the base game only the High Elves and Lizardmen that have both internal like and dislike traits. This mod adds internal like and dislike traits to Dark Elves, Skaven, and the Old World races.
  • Modified cultural & religious relations
    Base attitudes of each relation are modified to reflect the lore with balance in mind. The base attitude will also determines the positive modifier and negative modifier.
  • Modified diplomatic event values
    Diplomatic events have more reasonable values, for example vassalage now gives you +100 relation instead of +10. Also Dwarfs' hold grudges trait have more negative events that are affected by it and have higher negative values.

COMPATIBILITY:
  • YOU CAN'T DISABLE THIS MOD in the middle of a campaign.
    The campaign won't start if the new faction traits exist on the playthrough.
  • Fully-compatible with on-going campaigns.
    The changes should affect instantly, however it need time to have noticeable effects.
  • Compatible with most mods, even overhaul mod such as SFO.
    It will overwrite the cultural relations of the overhaul mod, although it might still cause imbalance to the diplomacy.
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DISCLAIMER:
  • Please read the stated changes first before asking.
    If it wasn't stated, then it is mostly likely not included in this mod.
  • Make this mod (geo_new_world_diplomacy) read-only for extra precautions
    Just to make sure your on-going campaign won't be affected by updates.
  • This mod goal is to make the campaign MORE CHALLENGING
    I want to make this mod similar to what Long War Mod do to XCOM.
  • I don't recommend using this mod for your first playthrough when playing factions that are new to you. As it will change the vanilla experience to some degree.
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EXAMPLE TRAITS:
  • Dissonance (Internal Lizardmen Dislike Trait)
    Other generations follow a false plan, they cannot be trusted.
  • Compliant (internal Lizardmen Like Trait)
    Only through Saurian unity can the Great Plan be enacted.

    The difference between external and internal traits, be it like or dislike, is that the trait names are SIMPLER and trait descriptions mention LORE. This is why it takes time for me to think of something similar for the Old world subcultures

    Higher Priority Race: Kislev, Southern Realm, Beastmen.
    WIP Race: Chaos, Greenskins, Norsca, Wood Elves.
    Finished Race: Bretonnia, Dwarfs, Empire, Vampires.

    I could focus on adding the traits faster if you guys can help me.
    No need to worry as I will add you guys if your traits used in my mod.
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CREDITS:
  • Jamie0251 for Cover Image Background.
  • Galle & Icarus for giving inspiration for the faction trait names and descriptions.
115 Comments
SteelReserve 27 Nov, 2017 @ 5:48pm 
@LordOmlette - I also have that very same issue.
LordOmlette 26 Nov, 2017 @ 5:28pm 
Some of the new traits appear to be present in Mortal Empires, but the corresponding text does not appear. Just to be sure it wasn't a mod conflict, I tried disabling all other mods and starting a new campaign. Some factions have their old traits displayed, but some have a blank * as one of the entries. Lemme know if you need a screenshot to confirm.
SteelReserve 26 Nov, 2017 @ 10:10am 
@Geochime77 - any plans to keep updating this work of art?
Grandpa 14 Nov, 2017 @ 6:11am 
According to the lore the High Elves & the Dwarves should hate each other. Might be a good change for the mod especially since it will give the Dwarves a solid enemy to battle.
Dixie Normus 13 Nov, 2017 @ 9:29am 
I've started several campaigns with and without this ranging between turn 30 and 100+, always using SFO. I'm really impressed by the effects. Without it I consistently get a patchwork of small factions that won't settle, rarely conquer and don't ally/confed well. While at the same time New World factions form big power blocks and especially DE and HE conquer like crazy.

With the mod I'm noticing AI is more willing to ally and confederate amongst themselves and while they still aren't quite as effective at expanding as Tyrion or Malekith, they now constantly make it into the top 5 power ranks that were usually reserved for DE factions, Lothern, VC, Dwarves or rarely Grimgor.
Leifr 12 Nov, 2017 @ 3:46am 
Wood Elves should really be set to "Defensive" and "Isolationist". It was probably the largest issue I had with your previous version for TW:W1, the Wood Elves still left Athel Loren and chased armies across the map. If you could do this, it would be perfect.
Malykriss 10 Nov, 2017 @ 8:21am 
@Archaon the Neverchosen that would make this mod highly incompatible with most other mods cause he'd have to edit the startpos files.
Archemyre 9 Nov, 2017 @ 11:05am 
Is there any way you could change some of the wars at start i.e. high elves fighting each other all over the place?
Dixie Normus 7 Nov, 2017 @ 8:08am 
Thanks, seems to be some other mixup with the SFO beta patch. No conflict with your mod, as far as I can tell, it just overwrites.
Geochime77  [author] 7 Nov, 2017 @ 3:50am 
Nope it doesn't change great power.